Why Angle Shooter is the WORST sub in Splatoon 3

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  • Опубліковано 29 січ 2025

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  • @MeloniestNeon
    @MeloniestNeon 5 місяців тому +93

    The biggest tragedy with this sub is that the english localization team made one of their usual massive fumbles and didn't call it the Line Marker like every other language did, which is an actually reasonable and understandable name/pun.

    • @Clepto_and_Co
      @Clepto_and_Co 5 місяців тому +19

      Apparently "angle shooting" is a gambling term for cheating without technically breaking any rules, and as one of my favorite things to do with the dart is to double tap enemy chargers making them leave their position when they can't even hit me, I'd say that name is unfortunately accurate, and I'm sure the charger mains would agree too

    • @anonnigiri9301
      @anonnigiri9301 5 місяців тому +2

      angle shooter is a cooler name fight me

    • @m4rcyonstation93
      @m4rcyonstation93 5 місяців тому +3

      ​@@anonnigiri9301marker is a 3 way pun grrr

    • @-bemyvalentine-
      @-bemyvalentine- 5 місяців тому +4

      Missed the chance to call it Mark Applier

  • @lemonquacklol
    @lemonquacklol 5 місяців тому +34

    I’ve seen this idea *bounce* around before, but I think a unique route to buffing it would be adding 10 damage for every ricochet you land. This way it can become a much scarier combo tool with a single floor bounce. I feel like the effects should also be longer than sensor on a direct, the trail should do damage, and it should be 35% of your ink tank

    • @blackwidowpowersports6037
      @blackwidowpowersports6037 5 місяців тому +6

      35% would also be broken, though I like the Idea, the need for less sub saver for 3 darts would bully backline weapons like snipewriter

    • @thewanderingchelmet
      @thewanderingchelmet 5 місяців тому

      bounce! HAHAHAH!!!

    • @JVSTG4L4XY
      @JVSTG4L4XY 5 місяців тому

      @@blackwidowpowersports6037that’s the point

    • @squiddler7731
      @squiddler7731 5 місяців тому

      I always liked the idea of it having a disrupter-like effect on impact, and the duration of that effect being extended with each bounce. Having it do varying amounts of damage feels potentially problematic, cause then it messes with breakpoints, potentially feeling unfair for someone getting smacked by 70 damage out of nowhere or bad for the user who barely missed their 50 damage combo.
      If it was tied to duration though, that'd feel fair since both sides could see the bounce count after the fact and react accordingly. Though unfortunately I don't think a longer tracking time would be enough to save the sub weapon.

    • @LunaSpark_80
      @LunaSpark_80 5 місяців тому

      @@blackwidowpowersports6037so it’d serve its job as a skill shot and counter to anchor weapons? Sounds like a good idea to me

  • @CinnaGrim01
    @CinnaGrim01 5 місяців тому +4

    Buffs I propose:
    -Make it linger for 2 more seconds
    -Increase the range by 10% after every wall bounce
    -Players who walk through it take 20 dmg once
    -Increase the radius of the ink bounce by 15%
    -Let the sub go through players instead of stopping after one

    • @omgryannn
      @omgryannn 3 місяці тому

      these are good ideas

  • @Cool-Vest
    @Cool-Vest 5 місяців тому +21

    5:00 It works as a combo tool because it can combo at ranges the main weapon cannot, and is slightly faster than another attack. Burst bomb + slosher was considered one of the most broken things in the game in S1.

    • @timcrnkovich4326
      @timcrnkovich4326 5 місяців тому +4

      in fairness burst slosh was good moreso cuz the aoe of burst made it a more consistent followup then another slosh

    • @Cool-Vest
      @Cool-Vest 5 місяців тому

      @@timcrnkovich4326 Just never miss

    • @timcrnkovich4326
      @timcrnkovich4326 5 місяців тому +3

      @Cool-Vest_Leo yknow, I tell my players that but it just doesn't seem to click with them 😅

    • @Cool-Vest
      @Cool-Vest 5 місяців тому +1

      @@timcrnkovich4326 I was joking, but it isn't actually that hard to hit after some practice (I main Slosher Deco). The main tip is to bounce it off the ground halfway to the opponent. The bounce angle is biased downwards, so it'll make aiming more consistent. Direct hits are better at longer ranges.
      I just really like line marker, and I think it's a bit underestimated (and on weapons that don't need it like rapid pro and shot pro).

  • @nathaniel4634
    @nathaniel4634 5 місяців тому +8

    I like all of the buff suggestions you brought up, but another idea I had would be for its damage to ramp up the farther it travels. Not only would this buff the trick shots you can do with the sub, but also give it the added utility of basically having a Bamboo full charge for a sub that can give short range weapons a much better way to deal with long range threats.

  • @VGF80
    @VGF80 5 місяців тому +6

    Angle seems to be more or less a kit killer. Some of the weapons it's on, especially slosher, tend to fall into the "wouldn't it be nice if we gave it burst bomb instead" kind of kit.

  • @slantedhorizon1021
    @slantedhorizon1021 5 місяців тому +8

    It could be a way to bring back distrupter but with no aoe, it can bring back speed control playstyle. It seems to be a high skill sub that wants to be flexible but Nintendo doesn't really know which direction it should go, they really only buffed it's damage. Tail damage is already in the files it's just set to 0 for some reason.

  • @EclipseKirby
    @EclipseKirby 5 місяців тому +3

    I think the biggest problem with Line Marker is that it competes too much with your main weapon. One thing that makes most bombs great is they have many use cases that your main weapon can't do. They often have more range than your main weapon, a trait shared by Line Marker. But they also can hit in areas you don't have line of sight on, they hit AoE, and they usually do not hit right away, giving you time to make plays based on the area the bomb controls. Even Burst Bomb can have a delayed effect if you throw it high. All of these are major reasons why bombs help supplement main weapons, and Line Marker does none of it. As long as its designed like that, its not gonna be desirable outside of a very small handful of weapons that don't need any of that
    utility and would much prefer a kill time boost.

  • @Dj.D25
    @Dj.D25 5 місяців тому +8

    It still bothers me that Line Marker is the only new sub weapon in Splatoon 3. And there’s hardly any areas where it would be useful in. It might be useful in places that have a lot of narrow hallways or more blocks. Point sensors and even mines do a much easier job of tagging opponents.

  • @LunaSpark_80
    @LunaSpark_80 5 місяців тому +3

    Personally I think giving it a more direct supportive ability might be cool, for example you could hit a teammate with it and they’d get a speed boost or some healing, I think a direct supportive sub is something really missing in the lineup of sub weapons and making the cool skill shot sub have that effect could be fun

    • @RuiAstelina
      @RuiAstelina 29 днів тому

      I thought this was pro chara cause of the tumbnail but this is charred pro

  • @Kattail_
    @Kattail_ 2 місяці тому

    my favorite buff idea I've had for it, even if it isnt particularly practical, is to increase the damage *if* it bounces off a wall, getting an extra 20 damage per bounce with it being able to oneshot if the stars align, im not sure how practical it would be, but it'd enable it to be used way more as a skill sub, as well as giving it scenarios where you'd legitimately prefer the marker to a burst bomb, though I also think giving it line damage would be nice in just letting it be more actively useful instead of "it's the same but sometimes you get lucky and actually just kill them", I think it's also kinda fair to let it pierce purely on the basis that it not being able to is a lil stupid

  • @divinemusa8731
    @divinemusa8731 5 місяців тому +1

    0:20 on that Zenless grind I see 🎶

  • @Cool-Vest
    @Cool-Vest 5 місяців тому +1

    4:21 Pencil is also not a one-shot, yet is considered meta for it's ability to chip opponents at range. Obviously Line Marker doesn't do as much damage, but 40% is nothing to scoff at, and the tracking effect makes opponents easier to finish off.

    • @Cool-Vest
      @Cool-Vest 5 місяців тому

      @@unluckify1 Long range, good for chipping opponents, tacticooler, and it's large amount of useful paint.
      I won't pretend that dart turns something into a backline. But it does emulate a fraction of one of pencil's strengths in a way that other sub weapons cannot, while also being cheap and providing other uses.

  • @rockinggamerdude
    @rockinggamerdude 5 місяців тому +3

    I like going into matches and just start spamming them just to be gremlin

  • @Polmo1997
    @Polmo1997 5 місяців тому +11

    In Splatoon 3 one of my favourite weapon is Jet Squelcher and I really like Angle Shooter and I find it a bit underestimate by most player. While I agree that some aspects could receive some buff, it offer so many approach.
    I don't know the exact frame data but it's like a 2 frame hit, your bucket combo looks good, but in reality the combo work just because you delayed a hit previously launched half a second before. It also give and insane burst option for slower weapons like Buckets and roller thanks to the painting buff it got in the first updates, it also drop a bit of ink in the enemies feet if you hit a direct. I also use it to negate a player that is trying to climb a wall.
    I agree that the line mark should last longer because it create a tripwire that have different application than Point sensor.

    • @a-ramenartist9734
      @a-ramenartist9734 5 місяців тому +1

      Normally though you want a combo tool to be reliable. If the sub is harder to hit than your main weapon and only slightly faster then there's really no reason to use it. This is why burst bomb is so good on a lot of weapons, even if it barely increases the kill time, it makes half the damage practically guarenteed, so in practice you only need to hit 1 shot. With line marker you need to hit 1 shot then another even harder shot. Its never going to be reliable.

    • @Polmo1997
      @Polmo1997 5 місяців тому

      @@a-ramenartist9734 it's not slightly faster, in Splatoon every frame matters. Also most don't mention another aspect, is really good at splatting people that escape from your main weapon shot. Like you 2 hit a people from distance with Jet, than I throw a dart and kill him, I even have 2 chance given how cheap it is

  • @Sickmmaner
    @Sickmmaner 5 місяців тому +3

    Thumbnail goes insane
    It's super good

  • @RaptorEDWB
    @RaptorEDWB 5 місяців тому +1

    I think reducing its cost to ~15% would be a good buff.

  • @dynamorolleruser
    @dynamorolleruser 5 місяців тому +4

    This sub weapon would be so much better if it had a bit of aoe when it hits terrain or players

    • @onewingedakira
      @onewingedakira  5 місяців тому

      That's a pretty cool idea. I like that

  • @NintenDOPENess
    @NintenDOPENess 5 місяців тому +1

    Very interesting, i love these type of splatoon videos, there is always so much to learn even when we think we know

  • @bugorgans
    @bugorgans 3 дні тому

    ok but i would GLADLY take line marker as a substitute for my dream explosher + burst bomb kit, because the line marker is painfully satisfying for something so ass.

  • @yoshikai64
    @yoshikai64 5 місяців тому +1

    A couple ideas I've had include a piercing effect (provides use for that range even if you hit someone who is close by), mist effect on direct rather than location (weird idea that gives it a better reward but it could cause it to feel like the recycle bin of random ideas). I saw this suggested else where but ricochets off walls boost the damage (gives a great reward for performing trick shots so long as there is a below 100 damage cap).
    Something separate is that I want them to design an indicator to help with aiming the sub that does not require holding the r button. I think this would help lower the skill floor which defiantly needed for this sub.
    I'd take any one of these ideas but I do believe line damage is a must because it makes the trail (one of its defining features) more useful without making the location too crazy. However, the damage should not be applied if you have already been hit by it or have been hit by the direct hit (to avoid dumb long range snipes by quickly firing two darts).

  • @lemon_drinker
    @lemon_drinker Місяць тому

    I think you brought up a good point that Angle shooter is the only sub weapon that doesn't really affect multiple people simultaneously (Not talking about the afterline, the initial shot). I have to wonder what the game would look like if Angle Shooter had a piercing hit...

  • @duublo1216
    @duublo1216 5 місяців тому

    My biggest issue with Marker is the hit registry on it. It always feels so awkward to use in the middle of a game against an actual player because of both how thin it is and how its personal “reticle” is positioned relative to the main weapon reticle
    Marker’s reticle sits just below the main weapon reticle, making hitting enemies on different elevations to you (especially higher ones) really difficult, and usually requires a jump in my experience to get better accuracy. If the sun was thrown in a similar manner to how a Charger shot was shot, then I’d have less issues with the weapon. But as of rn, it’s way too awkward to work with

  • @ThisMan555
    @ThisMan555 5 місяців тому +1

    I think angle shooter is just the sub Nintendo gives weapons they think would be too good with burst bomb

  • @br_matias_br
    @br_matias_br 5 місяців тому +1

    I haven't seen anyone say this yet, so here's my take on buffing it. I feel like, other than the trail change or a drastic damage or efficiency increase, the best buff marker could get is... being able to choose whether or not you want to use it (a.k.a. custom kits). It would enable anyone interested in it to practice using it with their favorite weapons or search for weapons that synergize with it better than the ones that currently have it in their kits. And if you think it is not worth using, then you have the option not to too.

  • @Cool-Vest
    @Cool-Vest 5 місяців тому +1

    It's primarily used as a cheaper burst bomb that is also faster and has more range. It can paint your feet, combo with weapons, assist teammates from a long range, and act as a lesser version of point sensor.
    It's best to think of it as a utility belt. It's a worse but cheaper version of a bunch of different things. I really don't like some of the weapons it's on. Slosher Deco and Big Swig Express are exceptions.

  • @davidhower7095
    @davidhower7095 5 місяців тому +1

    Marker should have a little bit of tracking. Like, whenever it bounces, it tries to home onto a player within like, 10 degrees of the bounce. Like Green Shells in Mario Kart.

  • @fatcat420-gh2hz
    @fatcat420-gh2hz Місяць тому

    angle shooter also needs to line up with the reticle of your main weapon, because fun fact the line comes out from the player model, which is why it tends to go under the person you're aiming at and hit the floor. angle shooter forces you to aim higher than most are used to, making it really annoying to use unless you know what you're doing. it's a huge part of why i hate the angle shooter challenge, it takes a lot of work to line up the sub

  • @threeprongedfork7061
    @threeprongedfork7061 5 місяців тому

    I think angle shooter is underrated in how it can deal chip damage across the map, it's is quite often that I can help shorten fights for team mates by dealing 40 and marking. And even if you just get the mark it usually guarantees the enemy gets splatted or runs away

  • @DaBoy2187
    @DaBoy2187 5 місяців тому

    thing about point marker is that it is pretty precise in the open but in boxed areas, it can pretty much get a free 35 damage and locate the opponent, it takes a bit of trigonometry to use effectively, the only thing that makes it pretty terrible is its stage dependency, one buff that would make this feel better to use is to make its hitbox a bit bigger when its first launched, then it turns into regular hitbox size when it bounces off anything

  • @thewanderingchelmet
    @thewanderingchelmet 5 місяців тому +2

    Splattercolor screen should have been a sub weapon

    • @onewingedakira
      @onewingedakira  5 місяців тому +2

      Honestly, a sub that restricts player vision is quite interesting and i wanna see how the devs would approach designing that

  • @isuckatnames6033
    @isuckatnames6033 4 місяці тому

    In addition to tripwire damage, each ricochet point should also have tiny 5 dmg aoe hitboxes. Nowhere near enough to threaten a 1-shot, but enough to force you to actually respect it. It's balanced since it doesn't pierce, meaning you can't get hit by 20 aoe hitboxes at once.

  • @osiohanu8166
    @osiohanu8166 5 місяців тому

    Nah, the most broken sub title in Splatoon History still goes to disruptor

  • @slyllamademon2652
    @slyllamademon2652 5 місяців тому

    If this sub did something cool like knock people back or to the side, or let you swim along it like a rail, it would be a cool sub weapon.

  • @fireyocean8129
    @fireyocean8129 5 місяців тому +16

    Me personally, I'd make the trail do damage as well, but I'd also give it Burst Bomb damage numbers (direct does 60, trail does 35). It's very clear that they put Line Marker on weapons where they're scared to give them Burst Bomb, so screw it, just commit to making it a Burst Bomb alternative. I think you deserve to get a kill with 2 markers anyway, since getting a direct with them is just that hard. I'd also make it so the marker's trail matches the reticle, since... it doesn't, for some reason. And that makes it really awkward to use.

    • @Polmo1997
      @Polmo1997 5 місяців тому +2

      @@fireyocean8129 60 on direct and 35 on trail would be broken 😅
      If the trail does damage, it should be 20.

    • @BigPro1123
      @BigPro1123 5 місяців тому +1

      @@Polmo1997and two shot from across the map isn’t fair. I main swig express and that’d be absolutely op

    • @fireyocean8129
      @fireyocean8129 5 місяців тому +1

      @@BigPro1123 Ok, compromise: direct hit has fall off to where it does 40 at backline range. How's that sound?

    • @blackwidowpowersports6037
      @blackwidowpowersports6037 5 місяців тому +1

      @@fireyocean8129 Sounds good but me personally it should do 40 damage, Trail does 20-30 damage, and location should be 8-10 seconds (16-20 seconds with max sub power up)
      It would make it even more niche and help skill shots to pay off and they should prolly buff direct hit paint

    • @BigPro1123
      @BigPro1123 5 місяців тому

      @@fireyocean8129yes that’s good

  • @piranha_gaming7154
    @piranha_gaming7154 5 місяців тому

    I think they should just make it shoot out as the same angle that your normal shots come out instead of the sub weapon angle. That way it’s easier to aim and can thus be used more reliably to catch foes that try to run away or poke the enemy back line

  • @JGHFunRun
    @JGHFunRun 5 місяців тому

    I want it to actually be a respectable fighting tool:
    * buff direct to 60
    * buff touch to 10
    * make it go through players
    When I first saw line marker I literally assumed that it would deal damage to me. Nope, just marked. I would say something about needing to be careful to not make do-everything weapons OP, but you literally have bombs as the best subs already

  • @shadolphin
    @shadolphin 5 місяців тому

    The devs obviously do not want the trail to do damage . its not how they wanted to design the sub. They want it to be a difficult sub that when used correctly it is very good
    the issue is its almost impossible to use it consistently. im mainly surprised that they didn't make it easier to hit the 40 damage hit bc right now it is so laughably impossible to hit it consistently rn. also i would make it a slightly better combno tool by decreasing the frames it takes to shoot or throw another sub by like 5-7 frames or so to make it a better combo sub. this doesn't change how you use the sub, it just makes it way stronger and way more fun than it is rn

  • @Bman_Iggy
    @Bman_Iggy 5 місяців тому

    Ideas for Dart
    What if the father away you hit your opponent from, the more damage it deals, maxing out at 80 damage from lets say, E Liter unscoped Range

  • @NeverEverWatchThis
    @NeverEverWatchThis 5 місяців тому

    I clicked on this thinking it was a prochara video lol.

  • @SJrad
    @SJrad 5 місяців тому +1

    man if only the line marker lines up with the crosshair

    • @onewingedakira
      @onewingedakira  5 місяців тому

      Ye that's a really frustrating part of the sub. pretty much unavoidable since it Splatoon is a 3rd person shooter but I feel like there has to be a solution somewhere

  • @glitchingeclipse9850
    @glitchingeclipse9850 5 місяців тому +3

    Line marker's biggest problem is that it doesn't really act like a sub in the idea that it's meant to aid the main weapon. If anything, its more like the main weapon has to aid the sub for it to be good on a kit. Marker is a lot harder to learn compared to the other subs due to it having less leniency in damaging, while also being weaker than most other subs that do have this.
    I think to buff marker, it should be done in a way that both makes it stronger and more lenient on the player. Along with this, the buffs should also allow the sub to be able to work with weapons its already on and any new weapons that it could be on. My ideas to buff it altogether are:
    * Direct damage 40 -> 45 --- While increasing the damage isn't too helpful, the extra 5 is moreso to make it line up with other subs such as ink mine that deal 45 damage, as well as giving leniency on weapons that deal 60 dmg so that the combo isn't unusable when someone runs a sub of sub defense up.
    * Line damage going from 0 -> 20 or 25 --- Not only does a buff like this give leniency to marker (as if you miss a direct you now have a chance to get a little damage on the enemy still via the tripwire), but it also gives more use to the wall bouncing, as you can set up large sections of wires that make it harder for the enemy to traverse without being damaged by it. Not only that, but this is also feasible as well, since marker HAS the parameters to do line damage, they're just set to 0 for whatever reason.
    * Line duration 2 sec. -> 3.5 sec. --- Small buff to aid the line damage buff, allowing the user to utilize wall bouncing to their advantage by setting up traps that helps you and your teammates secure kills on enemies.
    I think all of these buffs together would help marker out a LOT to take it out of its lowest tier for itself and at the very least puts it on par with other sub weapons in the game. Not only that, but these buffs would also give marker more of an identity as a tripwire combo/utility sub rather than as the usual "worse burst bomb they put on weapons that would be too strong with burst".

  • @flopps1051
    @flopps1051 5 місяців тому

    5:05 I never liked this argument. This is like saying Burst bomb is bad because you don't need to waste 45% of your ink tank, you can just shoot them again. Line Marker is often faster than shooting another shot with the main weapons that combo with it.
    The issue is that it requires much more aim compared to the easier to use burst bomb for the same effect.

  • @slushiefang8140
    @slushiefang8140 3 дні тому

    Angle Shooter, I feel it's concept is interesting, but like in the video is poorly executed. There is 1 big change I'd like it to have. When grounded, it deploys your shot at a trip wire. While in this state it still locates but adds the benefit of the line doing damage.
    My goal is to give it flexibility. Allowing quick kill potential with it's range for skill shots, but allow it to take a more defensive approach. I'm sure the numbers on how long the line will last before disappearing (even when deploy) as well as the other properties will still need to be tweaked. I don't feel like there isn't any other way to improve the sub without over-tuning it or reworking it to do something relatively different.

  • @blitzkrieg9800
    @blitzkrieg9800 5 місяців тому

    Cause its peak

  • @Rootof-2
    @Rootof-2 5 місяців тому

    Hiiiiii

  • @prestonandtom9337
    @prestonandtom9337 5 місяців тому

    Actually, Killer Wail 5.1 is the longest ranged weapons in the game. 🤓